Why do players become immersed in games? And how do developers keep players grounded in completely fake, virtual worlds? We pick apart the mechanics, narrative, and level progression in Phantom: Covert Ops to shed light on how design choices and technical implementations impact player immersion. It’s time to get grounded!
Timestamps:
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1:25 – Storytelling
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5:45 – Locomotion and Spatial Presence
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15:57 – Weapons and Equipment
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30:30 – Levels and Progression
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36:18 – World Interaction
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43:20 – Oculus Quest and Market Analysis
Oculus Store Links:
Other things we mention:
Music:
Furious Freak by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3791-furious-freak
License: http://creativecommons.org/licenses/by/4.0/
Inspired by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3918-inspired
License: http://creativecommons.org/licenses/by/4.0/
This is the end of the show notes! The post-show notes? Sometimes you can find silly stuff here, but only right here on the website!